Hi,

I figure thatrather than topo generating,  you could get a similar result by 
fixing a grid in front of the camera and effectively, shrink wrapping the grid 
forward onto a sea plane using the camera as the line of projection. 


Adam.

 ---------------------
http://www.linkedin.com/in/adamseeleyuk

https://vimeo.com/adamseeley






________________________________
 From: Amaan Akram <[email protected]>
To: [email protected] 
Cc: Adam Seeley <[email protected]> 
Sent: Friday, 23 August 2013, 10:56
Subject: Re: ocean surface generation - arete stylee
 


Hi Adam,

I am not aware of any plugin that generates polygon density based on camera 
distance. It is something that I have often wanted to do with my ocean setups, 
but never spent the time to come up with a procedural method. Doing this in ICE 
*should* be possible ( i have never tried it), and exactly like how you 
mentioned -- using a grid of points in front of the camera to decide polygon 
density on an ocean grid. 

I am linking below the latest build of aaOcean with Softimage 2013 sdk. It 
should allow you to write out exr vector displacement maps via the shader, in 
case that is desired. It also adds some extra controls to match those 
introduced by sidefx H12.5's ocean implementation.

www.amaanakram.com/plugins/aaOceanSuite_2.6/aaOcean2.6_deploy_Rev_226.rar

There are no docs, but there are sample scenes to look at. I haven't had time 
lately to do much softimage work and haven't been able to update the docs on my 
site to reflect the feature changes.

hope this helps in some way.

thanks
amaan



On 23 August 2013 08:55, Stephan Hempel <[email protected]> wrote:

are you looking for something like this:
>http://www.si-community.com/community/viewtopic.php?f=4&t=3504
>
>Stephan.
>
>am Donnerstag, 22. August 2013 um 23:23 schriebst Du:
>
>
>
>Hi,
>
>For those that remember the old Arete Psunami plugin...
>
>I always liked ocean surface geometry generator, the one that gave you a grid 
>with fine detail close up and low detail in the distance and that was only 
>generated within the cameras field of view.
>I think it kept the girid lines it aligned with the camera as well.
>
>Does anyone know of something similar floating around?
>
>I'd love to have the time to figure out an ICE topo tree to create it but no 
>such chance right now.
>
>(hm.. could try projecting a grid from the camera position onto a ground plane 
>though!)
>
>Thanks,
>
>Adam.
>
>---------------------
>http://www.linkedin.com/in/adamseeleyuk
>https://vimeo.com/adamseeley
>
>
>
>
>
>
>From: Toonafish <[email protected]>
>To: [email protected]
>Sent: Thursday, 22 August 2013, 15:11
>Subject: Re: Envelope freeze
>
>
>why not create a duplicate of the character, freeze it, and then toggle render 
>visibility of the enveloped and frozen one? Simple but effective.
>
>- Ronald
>
>
>On 8/22/2013 15:47, Eric Lampi wrote:
>Can anyone think of a clever way to "freeze" a mesh that's enveloped but not 
>destructively?
>
>I'm adding some simulation functions to our character rig, basically just a 
>copy of the enveloped mesh that I am using for particle generation. In order 
>for my setup to work, it needs to be a static pose. So what I am looking for 
>is a way to remove the envelope's influence on a frame I choose, but keeping 
>that static pose. Something like when you mute the envelope operator, but the 
>mesh needs to stay in that pose and not snap back to it's pre-enveloped 
>position.
>
>I want to be able to re-enable the envelope if I need to.
>
>Thanks,
>Eric
>
>
>Freelance 3D and VFX animator
>
>http://vimeopro.com/user7979713/3d-work
>
>
>


-- 
3D Artist/TD @ The Mill, London
http://www.amaanakram.com

Reply via email to